From: Rudolf Polzer Date: Thu, 9 Feb 2012 09:51:09 +0000 (+0100) Subject: slow down non-fast operation but make it more accurate by not using falloff tolerance... X-Git-Tag: xonotic-v0.6.0~17 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=8dcd2d22e6e48f0390b749b00172ddd0437b76e8;p=xonotic%2Fnetradiant.git slow down non-fast operation but make it more accurate by not using falloff tolerance at all when -fast is not used --- diff --git a/tools/quake3/q3map2/light_ydnar.c b/tools/quake3/q3map2/light_ydnar.c index 576b2d48..12742f70 100644 --- a/tools/quake3/q3map2/light_ydnar.c +++ b/tools/quake3/q3map2/light_ydnar.c @@ -3632,23 +3632,29 @@ void SetupEnvelopes( qboolean forGrid, qboolean fastFlag ) /* handle area lights */ if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL ) { - /* ugly hack to calculate extent for area lights, but only done once */ - VectorScale( light->normal, -1.0f, dir ); - for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f ) + light->envelope = MAX_WORLD_COORD * 8.0f; + + /* check for fast mode */ + if( (light->flags & LIGHT_FAST) || (light->flags & LIGHT_FAST_TEMP) ) { - float factor; - - VectorMA( light->origin, radius, light->normal, origin ); - factor = PointToPolygonFormFactor( origin, dir, light->w ); - if( factor < 0.0f ) - factor *= -1.0f; - if( (factor * light->add) <= light->falloffTolerance ) - light->envelope = radius; + /* ugly hack to calculate extent for area lights, but only done once */ + VectorScale( light->normal, -1.0f, dir ); + for( radius = 100.0f; radius < MAX_WORLD_COORD * 8.0f; radius += 10.0f ) + { + float factor; + + VectorMA( light->origin, radius, light->normal, origin ); + factor = PointToPolygonFormFactor( origin, dir, light->w ); + if( factor < 0.0f ) + factor *= -1.0f; + if( (factor * light->add) <= light->falloffTolerance ) + { + light->envelope = radius; + break; + } + } } - /* check for fast mode */ - if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) ) - light->envelope = MAX_WORLD_COORD * 8.0f; intensity = light->photons; /* hopefully not used */ } else @@ -3660,35 +3666,45 @@ void SetupEnvelopes( qboolean forGrid, qboolean fastFlag ) /* other calcs */ if( light->envelope <= 0.0f ) { - /* FIXME shouldn't we assume falloffTolerance == 0 when -fast is not used? */ - /* solve distance for non-distance lights */ if( !(light->flags & LIGHT_ATTEN_DISTANCE) ) light->envelope = MAX_WORLD_COORD * 8.0f; - - /* solve distance for linear lights */ - else if( (light->flags & LIGHT_ATTEN_LINEAR ) ) - //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade; - light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade; - - /* - add = angle * light->photons * linearScale - (dist * light->fade); - T = (light->photons * linearScale) - (dist * light->fade); - T + (dist * light->fade) = (light->photons * linearScale); - dist * light->fade = (light->photons * linearScale) - T; - dist = ((light->photons * linearScale) - T) / light->fade; - */ - - /* solve for inverse square falloff */ + + else if( (light->flags & LIGHT_FAST) || (light->flags & LIGHT_FAST_TEMP) ) + { + /* solve distance for linear lights */ + if( (light->flags & LIGHT_ATTEN_LINEAR ) ) + light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade; + + /* + add = angle * light->photons * linearScale - (dist * light->fade); + T = (light->photons * linearScale) - (dist * light->fade); + T + (dist * light->fade) = (light->photons * linearScale); + dist * light->fade = (light->photons * linearScale) - T; + dist = ((light->photons * linearScale) - T) / light->fade; + */ + + /* solve for inverse square falloff */ + else + light->envelope = sqrt( intensity / light->falloffTolerance ) + radius; + + /* + add = light->photons / (dist * dist); + T = light->photons / (dist * dist); + T * (dist * dist) = light->photons; + dist = sqrt( light->photons / T ); + */ + } else - light->envelope = sqrt( intensity / light->falloffTolerance ) + radius; + { + /* solve distance for linear lights */ + if( (light->flags & LIGHT_ATTEN_LINEAR ) ) + light->envelope = (intensity * linearScale) / light->fade; - /* - add = light->photons / (dist * dist); - T = light->photons / (dist * dist); - T * (dist * dist) = light->photons; - dist = sqrt( light->photons / T ); - */ + /* can't cull these */ + else + light->envelope = MAX_WORLD_COORD * 8.0f; + } } /* chop radius against pvs */